Clear 1.1.7 Dmg

Clear

  1. Clear 1.1.7 Dmg Free
  2. Clear 1.1.7 Dmg Free
  1. Reverted to pre patch 1.0.6, but slightly nerfed to not be so ridiculous (but not overnerfed either).
  2. Angle: 76 -> 75
  3. KBG: 89 -> 99
  4. ThrowLw
  5. Angle: 106 -> 105
  6. Roy (Credit to SilentDo0m http://pastebin.com/SPyEqmhV)
  7. Walk Max Velocity: 1.15 -> 1.2
  8. Initial Dash Velocity: 1.4 -> 1.5
  9. Air Acceleration: 0.03 -> 0.05
  10. Jump V Initial Velocity: 30.97 -> 33.97
  11. Hop V Initial Velocity: 13 -> 15
  12. Attack11
  13. Hitbox Duration: Frame 5 to Frame 8 -> Frame 4 to Frame 8
  14. IASA: Frame 50 -> Frame 42
  15. Sourspot: Angle: 361 -> 20
  16. IASA: Frame 39 -> Frame 36
  17. AttackLw3
  18. Hitbox Duration: Frame 7 to Frame 9 -> Frame 6 to Frame 9
  19. Sourspot: Angle: 30 -> 80, BKB: 40 -> 80, KBG: 40 -> 60
  20. AttackS4
  21. Startup slightly reduced: Frame 7.92 (Frame 12 with 0.66* FSM) -> Frame 6.96 (Frame 12 with 0.58* FSM)
  22. Autocancel Window: Frame 36 -> Frame 28
  23. AttackAirB
  24. Autocancel Window: Frame 32 -> Frame 30
  25. AttackAirHi
  26. Sourspot: DMG: 6 -> 7, BKB: 10 -> 50, KBG: 70 -> 55
  27. AttackAirLw
  28. Autocancel Window: Frame 55 -> Frame 44
  29. DMG: 5 -> 7, Angle: 117 -> 150, BKB: 70 -> 60, KBG: 45 -> 75
  30. SpecialS1
  31. Angle and Knockback values edits to match Marth's SpecialS1
  32. Sourspot: DMG: 2 -> 3
  33. SpecialS2Hi/SpecialS2Lw/SpecialS3/SpecialS3Hi/SpecialS3Lw
  34. BKB changed to 50
  35. DMG increased by 1
  36. SpecialS4Lw
  37. Ending Hit: DMG increased by 1 for all hitboxes
  38. SpecialAirHi: DMG, Angle, BKB, and KBG values edited to match the grounded version.
  39. Mewtwo (Credit to SilentDo0m http://pastebin.com/vs5EsRjP)
  40. Attack11
  41. Active hitbox Frames increased to 3 Frames from 1 Frame.
  42. Attack100 (D22A1537)
  43. DMG: 1 -> 1.2, BKB: 14 -> 20, KBG: 30 -> 35
  44. AttackEnd:
  45. DMG: 2 -> 4, KBG: 100 -> 120, Active Frames: 1 -> 3.
  46. AttackS3S/Hi/Lw:
  47. DMG: 10/9/8 -> 11/10/9, BKB: 20 -> 32, IASA: 36 -> 32
  48. AttackS4
  49. Sourspot: KBG: 90 -> 100
  50. AttackLw4:
  51. Hitbox size increased by 0.5 units and lowered by 0.5 units.
  52. Catch/CatchDash/CatchTurn:
  53. Startup: 9 Frames -> 7.2 Frames (9 Frames with a 0.8* FSM).
  54. Charizard (Credit to SilentDo0m http://pastebin.com/nXNkedTc)
  55. Initial Dash Velocity: 1 -> 1.5
  56. Ground Traction: 0.04 -> 0.055
  57. JumpSquat: 6 Frames -> 5 Frames
  58. Jump V Initial Velocity: 32 -> 35
  59. Hop V Initial Velocity: 15.43 -> 16.5
  60. Air Speed: 0.92 -> 1
  61. Air Acceleration: 0.05 -> 0.065
  62. AttackS3S/Hi/Lw
  63. Sweetspot: DMG 11 -> 12, KBG 100 -> 96
  64. AttackHi3
  65. Startup reduced: Frame 9 -> Frame 8.1 (Frame 9 with 0.9* FSM)
  66. Lingering hitbox added from Frames 14 - 21: DMG: 6, Angle: 96, BKB: 40, KBG: 130, Effect: Slash
  67. AttackLw3
  68. Startup reduced: Frame 8.8 (Frame 11 with 0.8* FSM) -> Frame 7.15 (Frame 11 with 0.65* FSM)
  69. Sourspot made into Sweetspot: DMG: 14 -> 20, BKB: 60 -> 50, KBG: 94 -> 84, Effect: Normal -> Fire
  70. AttackHi4
  71. Hitbox on Frame 6 edited to hit both grounded and aerial foes.
  72. Added a second hitbox on Frame 6 on Charizard's body with similar properties to the first hitbox.
  73. Landing Lag reduced: 20 Frames -> 16 Frames
  74. Active Frames increased: Frame 9 - 26 -> Frame 5 - 29
  75. IASA: Frame 60 -> 50
  76. AttackAirF
  77. IASA: Frame 47 -> 37
  78. AttackAirB
  79. Landing Lag reduced: 20 Frames -> 18 Frames
  80. Startup reduced: Frame 12 -> Frame 9 (Frame 10 with 0.9* FSM)
  81. Active Frames: Frame 12 to Frame 16 -> Frame 10 to Frame 16
  82. Autocancel window: Frame 38 (34 Frames) -> Frame 34 (30 Frames)
  83. Landing Lag reduced: 33 Frames -> 28 Frames
  84. ThrowHi
  85. Multihit hitlag: 1 -> 0.2
  86. Detection hitbox no longer clangs.
  87. DMG: 15 -> 16 (Total DMG: 19 -> 21)
  88. KBG: 84 -> 90
  89. SpecialHi
  90. All hitbox sizes (except final hitbox) increased by 0.5 units
  91. Hitbox placements adjusted to be closer to Charizard's body (moved backward by 3 units)
  92. Multihit hitbox angles adjusted: 72/90/90 -> 366/90/90
  93. Bayonetta
  94. Startup: Frame 3.5 (Frame 7 with 0.5* FSM) -> Frame 5.95 (Frame 7 with 0.85* FSM)
  95. Starting hitbox size reduced by 1 unit. SDI: 1 -> 1.25
  96. Multihit and ending hitbox sizes reduced by 2 units. SDI (multihits): 1 -> 1.5
  97. Up Air
  98. BKB: 20 -> 30
  99. Hitbox duration: Frame 18 to Frame 20 -> Frame 18 to Frame 21
  100. Reverted to 1.1.3
  101. Shulk (Credit to SilentDo0m http://pastebin.com/iQDjF4Ku)
  102. Attack11
  103. Startup reduced: Frame 5 -> Frame 4 (Frame 5 with 0.8* FSM)
  104. Hitboxes lowered and increased in size by 0.5 units.
  105. DMG: 3.5 -> 3
  106. Attack12
  107. Startup reduced: Frame 5 -> Frame 4 (Frame 5 with 0.8* FSM)
  108. WKB: 52 -> 42
  109. Attack13
  110. Startup Reduced: Frame 12 -> Frame 7.92 (Frame 11 with 0.72* FSM)
  111. Active Frames: Frame 12 to Frame 15 -> Frame 11 to Frame 15 (this is to prevent a glitch in which the attack whiffs when it
  112. should hit)
  113. Sourspot adjusted to match sweetspot.
  114. AttackDash
  115. Startup Reduced: Frame 15 -> Frame 10.95 (Frame 15 with 0.73* FSM)
  116. IASA: 53 -> 48
  117. AttackS3
  118. Startup reduced: Frame 12 -> Frame 9 (Frame 10 with 0.9* FSM)
  119. Active Frames: Frame 12 to Frame 14 -> Frame 10 to Frame 14 (this is to prevent a glitch in which the attack whiffs when it
  120. should hit)
  121. IASA: 40 -> 38
  122. AttackLw3
  123. Startup reduced: Frame 10 -> Frame 6.93 (Frame 9 with 0.77* FSM)
  124. Active Frames: Frame 10 to Frame 12 -> Frame 9 to Frame 12 (this is to prevent a glitch in which the attack whiffs when it
  125. should hit)
  126. First hit changed to be unclankable, hitboxes moved out by 2 units, and increased in size by 0.25 units.
  127. Second hit active Frames increased (1 Frame -> 3 Frames) and increased by 0.5 units.
  128. AttackS4
  129. First hit changed to be unclankable, hitboxes moved out by 2 units, and increased in size by 0.25 units.
  130. Second hit active Frames increased (1 Frame -> 3 Frames) and increased by 0.5 units.
  131. First hit changed to be unclankable, hitboxes moved out by 2 units, and increased in size by 0.25 units.
  132. Second hit active Frames increased (1 Frame -> 3 Frames) and increased by 0.5 units.
  133. Hit 2: KBG: 115 -> 125
  134. AttackHi4
  135. IASA: 68 -> 60
  136. AttackAirN
  137. Startup reduced: Frame 13 -> Frame 9.88 (Frame 13 with 0.76* FSM)
  138. Active hitbox frames increased by 3. Hitbox termination: Frame 31 -> Frame 34
  139. Autocancel: Frame 80 -> Frame 57
  140. AttackAirF
  141. Startup reduced: Frame 14 -> Frame 10.92 (Frame 14 with 0.78* FSM)
  142. DMG: 8/6.5 -> 9.5/8. KBG, 100 -> 90
  143. Startup reduced: Frame 18 -> Frame 15.84 (Frame 18 with 0.88* FSM)
  144. Autocancel: Frame 79 -> Frame 48
  145. AttackAirHi
  146. Startup reduced: Frame 14 -> Frame 10.92 (Frame 14 with 0.78* FSM)
  147. Second hit activation: Frame 24 -> Frame 19
  148. Lingering hitbox added: Active Frames: Frame 21 to Frame 30, DMG: 6, Angle: 88, BKB: 35, KBG: 100
  149. Startup reduced: Frame 14 -> Frame 11.9 (Frame 14 with 0.85* FSM)
  150. First hit edited to hit both grounded and aerial foes and active Frames extended by 2
  151. Second hit activation: Frame 23 -> Frame 19
  152. Hit 2 (Hitbox ID 0x1): BKB: 10 -> 40
  153. Lingering hitbox added: Active Frames: Frame 21 -> 32, DMG: 6, Angle 85, BKB: 20, KBG: 100
  154. DMG: 10/9/16/14 -> 12/12/20/20, KBG: 100 -> 96
  155. SpecialSLanding
  156. Ledge Grab window: Frame >40 -> Frame >37
  157. Hitboxes added to Frames 14 to 16. DMG: 5, Angle 86/52, WKB: 62/58, KBG: 100
  158. (Frames 12 to 14) WKB: 78/80 -> 80/78
  159. SpecialHiAdd
  160. KBG: 94 -> 80
  161. SpecialLwAttack
  162. Aerial Version Intangability: Frame 9 to Frame 44 -> Frame 1 to Frame 45.
  163. Startup: Frame 5 -> Frame 3 (Frame 5 with 0.6* FSM)
  164. Attack12
  165. Startup: Frame 7 -> Frame 4.97 (Frame 7 with 0.71 FSM)
  166. BKB: 80 -> 70, KBG: 70 -> 80
  167. AttackS3
  168. Hitbox added to Frames 16 to Frame 18. DMG: 5.5, Angle: 361, BKB: 30, KBG: 100
  169. AttackHi3
  170. Hitbox1: BKB: 50 -> 40, KBG: 80 -> 90
  171. Startup: Frame 8 -> Frame 6 (Frame 8 with 0.75* FSM)
  172. IASA: Frame 41 -> Frame 38
  173. AttackS4
  174. Startup: Frame 17 -> 14.96 (Frame 17 with 0.88* FSM)
  175. Further multihit hitbox moved forward by 2 units
  176. Multihit: DMG: 0.8 -> 1, Rehit Rate: 4 Frames -> 3 Frames
  177. Final Hit: KBG: 150 -> 165
  178. AttackAirN
  179. Startup: Frame 8 -> Frame 6 (Frame 8 with 0.75* FSM)
  180. Horizontal Momentum: -1 -> -0.5
  181. IASA: Frame 56 -> Frame 46
  182. AttackAirB
  183. Hitbox sizes increased by 1 unit.
  184. Landing Lag: 22 Frames -> 18 Frames
  185. Autocancel: Frame 60 -> Frame 50
  186. Landing lag has an added hitbox (2 Frame duration). DMG: 4. Angle: 72, BKB: 40, KBG: 180
  187. Landing Lag: 28 Frames -> 22 Frames
  188. Active Frames: Frame 20 to Frame 21 -> Frame 20 to Frame 22
  189. Sourspot: Angle: 361 -> 270, BKB: 30 -> 20, KBG: 90 -> 80
  190. Spike hitbox made to hit grounded foes, increased in size and moved down by 0.5 units.
  191. Spike hitbox: BKB: 2 -> 30
  192. BKB: 42 -> 32, KBG: 130 -> 140
  193. ThrowLw
  194. Full Charge: DMG: 22 -> 23, BKB: 20 -> 30, KBG: 64 -> 74
  195. SpecialN (Laser Blaze)
  196. Initial hit made to cause flinching, while the later hit has been kept as a flinchless hitbox.
  197. SpecialHi (Cannon Uppercut)
  198. Ground only hitbox edited to hit air foes, Air only hitbox removed.
  199. Endlag decreased by 20% (FSM ot 0.8* added)
  200. Cloud (Credit to SilentDo0m http://pastebin.com/0gHvnZwj)
  201. Limit Break Air Mobility: 1.32 -> 1.22
  202. Attack11
  203. Hitbox ID 0x2 extended by 1 unit.
  204. DMG: 3.5 -> 4.5
  205. AttackHi3
  206. Hitbox Duration: Frame 6 to Frame 10 -> Frame 4 to Frame 10.
  207. Startup: Frame 6 -> Frame 6 (Frame 4 with 1.5* FSM)
  208. Leg Intangibility removed.
  209. AttackHi4
  210. Startup: Frame 5 -> Frame 8 (Frame 5 with 1.6* FSM)
  211. Landing Lag: 18 Frames -> 19 Frames
  212. DMG: 14/14/13/13 -> 16/16/14.5/14.5, KBG: 90/100/83/83 -> 90/100/88/88
  213. AttackAirLw
  214. Non Spike hit: KBG: 105 -> 95
  215. Lingering Hitbox Frames: Frame 14 to Frame 43 -> Frame 14 to Frame 39
  216. SpecialN/SpecialAirN (Projectile)
  217. Hitbox sizes increased by 1 unit and extended upward by 2 units.
  218. SpecialS1
  219. Angle: 75/105/367 -> 366 BKB: 30 -> 0, WKB: 0 -> 80, KBG: 35/35/40 -> 100
  220. SpecialS2
  221. DMG: 3 -> 2, Angle: 107/78 -> 366, BKB: 43 -> 0, WKB: 0 -> 80, KBG: 25 -> 100
  222. SpecialS3:
  223. Hitbox ID 0x1: BKB: 130 -> 80, KBG: 25 -> 50
  224. SpecialS3 (Limit Break)
  225. Final Hit: DMG: 10 -> 9, Angle: 50 -> 60, KBG: 153 -> 140
  226. SpecialLw (Finishing Touch)
  227. Hitbox on Frames 20 to 21 KBG increased to match earlier hitboxes.
  228. Palutena (Ideas taken from the Palutena boards on SmashBoards)
  229. Air Speed: 0.91 -> 0.975
  230. Attack11
  231. Startup: Frame 7 (Frame 11 with 0.5* FSM that ends on Frame 8) -> Frame 5.94 (Frame 11 with 0.54* FSM)
  232. Hitbox Duration: 12 Frames -> 14 Frames
  233. Lingering Hit: DMG: 5 -> 6, KBG: 70 -> 80
  234. Startup: Frame 17 -> Frame 10.88 (Frame 17 with 0.64* FSM)
  235. Hitbox Durations: 23 Frames -> 16.1 Frames (0.7* FSM)
  236. Hit 1: DMG: 6/4 -> 5 BKB: 43 -> 0, WKB: 0 -> 75, KBG: 65 -> 100
  237. Startup: Frame 10 -> Frame 8 (Frame 10 with 0.8* FSM)
  238. Endlag reduced by ~10% (0.9* FSM after hitboxes terminate).
  239. Startup: Frame 14 -> Frame 9.94 (Frame 14 with 0.71* FSM)
  240. Endlag reduced by ~15% (0.85* FSM after hitboxes terminate).
  241. Air only hitbox removed and ground only hitbox edited to hit air foes.
  242. Hitbox ID 0x0: Size increased by 1 unit and lowered by 0.5 units.
  243. Hitbox sizes increased and extended by 2 units.
  244. IASA: Frame 68 -> Frame 58
  245. AttackHi4
  246. Startup: Frame 18 -> Frame 12.96 (Frame 18 with 0.72* FSM)
  247. IASA: Frame 72 -> Frame 62
  248. Windbox size increased by 4 units.
  249. Landing Lag: 20 Frames -> 15 Frames
  250. Startup: Frame 5 -> Frame 3 (Frame 5 with 0.6* FSM)
  251. All hitboxes DMG increased by 1.
  252. AttackAirHi
  253. IASA: Frame 59 -> Frame 49
  254. *Pending* Hitbox duration: Frame 10 to Frame 11 -> Frame 9 to Frame 12
  255. ThrowB
  256. DMG: 8 -> 10, KBG: 60 -> 80
  257. ThrowLw
  258. Searching Hitbox: Size increased by 25 units.
  259. Projectile(s): BKB: 20 -> 40, KBG: 42 -> 50
  260. SpecialS (Reflect Barrier)
  261. Startup: Frame 8 -> Frame 7 (Frame 8 with 0.875* FSM)
  262. BKB: 10 -> 30
  263. Intangability Frames: Frame 16 to Frame 31 -> Frame 11 to Frame 36
  264. SpecialLw (Counter)
  265. Counter Activation Frames: Frame 10 to Frame 32 -> Frame 7 to Frame 32.
  266. Startup: Frame 5 -> Frame 3 (Frame 5 with 0.6* FSM)
  267. Sweetspot: BKB: 40 -> 45, KBG: 75 -> 80
  268. Little Mac (Credit to SilentDoom. http://pastebin.com/9bJwLQYd)
  269. Jump Initial Velocity: 26 -> 30
  270. Attack11
  271. IASA: Frame 22 -> Frame 17
  272. Attack12
  273. Jab 3 window: Frame 9 -> Frame 4.
  274. IASA: Frame 22 -> Frame 18
  275. Attack100
  276. Hit1 (Hitbox ID 0x0): Angle: 60 -> 35, WKB: 50 -> 30
  277. Windbox: WKB: 24 -> 50, KBG: 100 -> 80
  278. AttackAirN
  279. Autocancel: Frame >25 -> Frame >15
  280. AttackAirB
  281. Landing Lag: 22 Frames -> 14 Frames
  282. IASA: Frame 42 -> Frame 28
  283. Catch/CatchDash/CatchTurn
  284. Startup: Frame 9/10/11 -> Frame 6.91 (Frame 9 with 0.77* FSM)/9 (Frame 10 with 0.9* FSM)/9.9 (Frame 11 with 0.9* FSM)
  285. Grabbox sizes increased by 1 unit and extended forward by 1.5 units
  286. ThrowF
  287. Throw: Angle: 45 -> 25, BKB: 45 -> 35, KBG: 104 -> 90
  288. ThrowHi
  289. Multihit: DMG: 1 -> 2.5
  290. SpecialLw (Counter hit)
  291. King Dedede (Ideas taken from the Dedede boards on SmashBoards and Zikkh)
  292. Air Mobility: 0.63 -> 0.72
  293. Walk Max Velocity: 0.98 -> 1.08
  294. Initial Run Velocity: 1.36 -> 1.46
  295. Attack11
  296. Startup: Frame 10 -> Frame 4.8 (Frame 8 with 0.6* FSM)
  297. Active Frames: Frame 10 to Frame 12 -> Frame 8 to Frame 12 (this is to prevent a glitch in which the attack whiffs when it
  298. should hit)
  299. Hitboxes moved from root bone over onto the hammer.
  300. Endlag reduced by 15% (0.85* FSM added after hitboxes terminate)
  301. IASA: Frame 38 -> Frame 34
  302. Attack12
  303. Startup: Frame 11 -> Frame 6 (Frame 10 with 0.6* FSM)
  304. Hitboxes moved from root bone over onto the hammer.
  305. Endlag reduced by 15% (0.85* FSM added after hitboxes terminate)
  306. AttackEnd
  307. Startup: Frame 6 -> Frame 3 (Frame 6 with 0.5* FSM)
  308. AttackDash
  309. Knockback-based Heavy Armor added on Frame 7 until Frame 28.
  310. Horizontal momentum is boosted by 2 units on Frame 28.
  311. AttackHi3
  312. Startup: Frame 9 -> Frame 6.93 (Frame 9 with 0.77* FSM)
  313. Hitbox sizes increased by 0.5 units and brought backward by 0.5 units.
  314. AttackHi4
  315. Hitbox Duration: Frame 17 to Frame 25 -> Frame 16 to Frame 21
  316. Endlag reduced by 20% (0.8* FSM added to Frame 25)
  317. AttackAirN
  318. Landing Lag: 30 Frames -> 25 Frames
  319. Endlag reduced by 20% (0.8* FSM added to Frame 20)
  320. AttackAirB
  321. Final Hit: KBG: 150 -> 165
  322. AttackAirLw
  323. Sweetspot sizes increased by 2.
  324. Sourspot size reduced by 2 and moved upward 10 units.
  325. Catch/CatchDash/CatchTurn
  326. Grabbox sizes increased by 0.5 units and extended by 1 unit
  327. ThrowF
  328. Hit: DMG: 4 -> 5
  329. Throw: DMG: 5 -> 6, BKB: 70 -> 60, KBG: 72 -> 75
  330. ThrowLw
  331. IASA (End): 78 -> 63
  332. SpecialS
  333. Startup: Frame 29 -> Frame 24.94 (Frame 29 with 0.86* FSM)
  334. Endlag reduced by 15% (0.85* FSM added after Frame 29)
  335. SpecialLwStart
  336. Shield Damage: 0 -> 15

Clear 2020 – Download Clear for Mac to have a complete and intuitive task manager and GTD organizer. With Clear you will be able to create and manage all kinds of lists. This app was build by Real Mac Software Inc. and updated into the new version at This year. Download for free now on Apps4Mac.com

Clear for MAC Latest Version

Clear 1.1.7 – Download for Mac Free. Before you download the .dmg file, here we go some fact about Clear that maybe you want to need to know.

App NameClear App
File Size13.1 MB
DeveloperReal Mac Software
UpdateThis year
Version1.1.7
RequirementMAC OSX

Junebug moves to give himself a clear line to the rat swarm, casts Grim Tendrils and then moves away again. Negative Energy Damage 2d4 + 1 ⇒ (1, 2) + 1 = 4 and 1 persistent bleed Fort DC 14 to reduce effects.

About Clear App for MAC

  • Minimum operating system requirements: Mac OS X 10.10.
  • Requires a 64-bit operating system.

Installing Apps on MAC

Most Mac OS applications downloaded from outside the App Store come inside a DMG file. Like if you wanna download Clear for mac from this page, you’ll directly get the .dmg installation file into your MAC.

  1. First, download the Clear .dmg installation file from the official link on above
  2. Double-click the DMG file to open it, and you’ll see a Finder window.
  3. Often these will include the application itself, some form of arrow, and a shortcut to the Applications folder.
  4. Simply drag the application’s icon to your Applications folder
  5. And you’re done: the Clear is now installed.
  6. When you’re done installing: just click the “Eject” arrow.
  7. Then you can feel free to delete the original DMG file: you don’t need it anymore.
  8. Now, enjoy Clear for MAC !

You don’t have to put your programs in the Applications folder, though: they’ll run from anywhere. Some people create a “Games” directory, to keep games separate from other applications. But Applications is the most convenient place to put things, so we suggest you just put everything there.

DMG files are mounted by your system, like a sort of virtual hard drive. When you’re done installing the application, it’s a good idea to unmount the DMG in Finder.

Clear 1.1.7 Dmg

Uninstall Apps on MAC

Removing Clear apps is more than just moving them to the Trash — it’s completely uninstalling them. To completely uninstall a program on MacBook/iMac, you have to choose one of the options on below.

Method 1: Remove apps using Launchpad

1.1.7

Another manual way to delete Clear apps from your Mac is using the Launchpad. Here’s how it works:

  1. Click Launchpad icon in your Mac’s Dock.
  2. Find the Clear that you want to delete.
  3. Click and hold the Clear icon’s until it starts shaking.
  4. Click X in the top-left corner of the app icon.
  5. Click Delete.

Method 2: Delete MAC apps with CleanMyMac X

Now it’s time for the safe and quick app uninstalling option. There’s a safest way to uninstall Clear on Mac without searching all over your Mac, and that’s by using CleanMyMac X.

  1. Launch CleanMyMac X and click on Uninstaller in the left menu.
  2. Select the , you can either uninstall it or, if it’s not acting as it should, you can perform an Application Reset.
  3. Click on Uninstall or choose Application Reset at the top.
  4. Now that the application cleanup is complete, you can view a log of the removed items, or go back to your app list to uninstall more.
  5. And you’re done to remove Clear from your MAC!

Clear Alternative App for MAC
Here we go some list of an alternative/related app that you must try to install into your lovely MAC OSX

Clear 1.1.7 Dmg Free

  • Not Available Yet

Disclaimer

Clear 1.1.7 Dmg Free

This Clear .dmg installation file is completely not hosted in Apps4Mac.com. Whenever you click the “Download” link on this web page, files will downloading straight in the owner sources Official Server. Clear is definitely an app for MAC that created by Inc. We’re not directly affiliated with them. All trademarks, registered trademarks, product names and business names or logos that talked about in right here would be the assets of their respective owners. We are DMCA-compliant and gladly to cooperation with you.

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